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Lowen SoDium posted:I saw a video that was the same thing but for GTA V. It was really impressive to see all of the tricks they did to get that game to do what it does on such a wide range of hardware. Yeah, dude did an article breaking down a frame of GTA V too. I’m assuming somebody (hopefully the OP) used these articles as a basis for the videos.
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# ¿ Jul 19, 2019 03:58 |
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# ¿ May 12, 2024 10:52 |
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TooMuchAbstraction posted:For what it's worth though, the Colorado-class battleship's upper deck is, if I'm reading this diagram correctly, about 5 meters above the ocean's surface. Smaller ships would be even closer to the water. Depending on how rough the waves are they absolutely could wash over the deck. So yeah, most of the time, the waves would be smaller, but not always. IIRC, even big waves in open, rough-but-not-stormy seas are, like, 2 meters. Doc Block fucked around with this message at 05:56 on Sep 11, 2019 |
# ¿ Sep 11, 2019 05:53 |
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If it’s within X distance of the target waypoint, consider the waypoint reached and target the next one?
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# ¿ Sep 13, 2019 22:47 |
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To be fair, Godot has fairly decent tutorials and reasonable documentation for most things IIRC.
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# ¿ Jan 22, 2020 08:17 |
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The newest GameMaker Studio, version 2.3, apparently added proper functions and structs so... probably? edit: Butterscotch Shenanigans is making Crashlands 2 in GameMaker Studio. The first one had inventory and crafting and all that jazz Doc Block fucked around with this message at 07:08 on Dec 17, 2020 |
# ¿ Dec 17, 2020 07:05 |
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Make the object you're lifting heavier, and ramp the movement of the forklift instead of having it instantly start/stop. And yeah, increase friction and physics damping. edit: also, see if Unity has a maximum physics velocity setting, so you can put a cap on the crate speed so it doesn't catch an edge weirdly and get launched into space. Doc Block fucked around with this message at 23:31 on Jan 16, 2021 |
# ¿ Jan 16, 2021 23:28 |
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roomforthetuna posted:I feel like if you're going for that kind of 'realistic' physics then you also want to make the forklift itself not-kinematic, and drive it by applying forces to it, which then means you shouldn't need to worry about the "launch into space" effect, which usually results from unresolvable contacts between kinematic and rigidbody physics. Doesn’t have to mean “realistic”, just not instantly on/off, so the load the player is carrying doesn’t thrash around. A 1/10th second ramp would help a lot.
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# ¿ Jan 17, 2021 00:55 |
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Woooowwwww https://www.youtube.com/watch?v=1tjkSpoa7V8
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# ¿ Feb 11, 2021 06:14 |
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You could just spit out a separate file of offsets, and then use that when drawing the sprites
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# ¿ Jul 9, 2021 21:33 |
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Sartre wrote that “Hell is other people” and he was not wrong. Leaving a negative review just to try getting the developer’s attention for a question is some real bullshit.
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# ¿ Jul 29, 2021 05:23 |
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Right now it just looks like the ship is partly submerged. Maybe make the cloud texture smaller/finer so the ghost effect is more detailed and obvious.
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# ¿ Oct 2, 2021 04:16 |
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# ¿ May 12, 2024 10:52 |
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Floating-point precision issues caused by large distances, maybe?
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# ¿ Oct 20, 2021 00:25 |